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Magic

Anthile

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Everything about the spells and the magic will be discussed in here.
 

Anthile

Steel marks flesh
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Okay, considering that psionics should be more subtle and mental I thought about that for a while. There will be ten levels of psionic powers. Only Monolatrists and Rationalists can reach the 10th level, the other classes will be limited to to level 6 or 7 to prevent munchkinism.
There will be a pool of powers that everyone will be able to use and some specific powers for every class. The skill level determines range, damage, amount, number of targets, duration, etc. while the power level is bound to the character level.

Here my suggestion for the first power level of the general pool:

PSIONIC POWERS

LEVEL I

Mind Link: You can communicate telepathically with another willing and intelligent being.

Mind Thrust: Deals a small amount of physical damage.

Lesser Empathy: You can sense other peoples emotions.

Lesser Telekinesis: Move a smaller object with your mind.

Illumination: Creates a small, floating ball of light whose colour and intensity can be changed at will.

Lesser Pyrokinesis: Deals a small amount of heat damage or controls a smaller existing fire.

Lesser Cryokinesis: Deals a small amount of cold damage or controls a smaller amount of existing ice.

Catfall: Prevents from falling damage.

Combat Precognition: User gets a small combat bonus.

Distraction: Target gets penalty on SPOT checks.

Attraction: You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat.

Detect Psionics: The user senses all kinds of psionics that are currently active in the near area.

Demoralize: Enemies become demoralized in battle.

Psycho Shock: Deals a small amount of mental damage.
 

Artifice Orisit

Guest
Can we skip the specifics until we know exactly what magic is, it's role in society & the battlefield, and from whence it is derived?

Idea 1, Magic is Science
People say some magic words, wave their arms around and maybe draw a few geometric patterns on the ground, whatever. The point is that magic is derived from some sort of arcane knowledge and so is practically limitless but comes with an intrinsic catch of some kind, in Wicca this would be "every thing you do will come back to you x3" rule or more scientific version would be "every action has an equal & opposite reaction". So for example if you were trying to heal someone the "life energy" would need to come from somewhere, more often than not from the healer, thus it would wound you. Or if you wanted to cast a fireball you'd need to sacrifice something of the fire element, so in practice you'd throw a handful of brimstone or even gunpowder into the air and shout the magic word for fire; thereby creating a fireball, in theory.

Idea 2, Magic is Energy
Superman looks at something, that something suddenly bursts into flames, now many would challenge the authenticity of such an ability, but just don't argue with superman. Like something out of a videogame people's magic is just some sort of innate power they can call upon without any warning whatsoever, it never stops working (unless the magic user is poisoned or something), and like bodily muscles it seems to grow in strength with use and/or age. The only limitation will usually be some sort of arbitrary mana system whereby the use of one's powers is regulated by their ability to regenerate this mana, unless of course they can buy mana potions, then all bets are off.
Honestly, we can do better than this.

Idea 3, Magic is Thought
Telepathy, empathy, mind-reading, illusions, torture (direct application of pain to the mind), paralysis, blinding, mind control, possession, remote viewing (though it’s borderline metaphysics), memory alteration, disposition alteration, etc. In a world where one’s mind can reach beyond one’s skull, intellectual strength could be likened to physical strength and used upon others in a similar fashion. To watch two minds in direct conflict would be like watching a wrestling match; the various possible holds representing one’s mind achieving dominance over the other in some way. Of course one fighter would need to be considerably stronger than the other if he/she wished to gain complete control over their movements, to physically control them. It would be much easier just to restrain one’s opponent in some way; to bind their hands or cover their eyes, even choking them to death would be easier than complete control.
Metaphors aside an actual conflict between minds would be much more subtle; deception, delusion, willpower and guile would take the place of limbs in a battle that would almost defy comprehension. Fascinatingly all of this would take place beyond the visible world, but it’s effects would be highly noticeable; fighting a physical conflict is hard enough without someone attacking your mind, at best it would be a distraction, at worst you’d be utterly screwed. So naturally on a battlefield where psychics are to be expected you would assign allied psychics to provide cover from the dangers of the ether (the dimension through which minds can connect to each other) and hopefully undermine the enemy. Although psychics would seem to be providing a support role they’re in fact protecting the flanks of their allies; fighting the front line in a battle of psychology.
If one were to lose in such a battle they wouldn’t die, they’d go insane.
That’s about as close to death one could go without actually dying, so yeah it’s bad.
 

Anthile

Steel marks flesh
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I would like to see a combination of the first and the third idea.
Magic is like an archaic programming language that allows the user to rewrite the source code of reality. It is made of all kind of formulas, theorems and logic, thus it needs a bright mind to perform potent magic. "Spells" could be something like a mantra that the magician needs to concentrate. Magic causes a lot of psychological stress and therefore it can't be used all day. Overuse can lead to insanity.


Needing ressources for "spells" could be an interesting tactical concept.
 

Artifice Orisit

Guest
Agreed.
It is made of all kind of formulas, theorems and logic, thus it needs a bright mind to perform potent magic.
I'm thinking "forbidden language" of some sort, sure it's been used a lot but with those “alchemist’s law” & “sanity loss” dynamics the system seems unique enough to me.

I assume the more psychic-style spells like telepathy will solely affect sanity since an insignificant of energy is being used and I don't know of any physical elements that would fit the spell's theme.
 

Anthile

Steel marks flesh
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I thought that the more powerful a spell is the higher is the risk of losing sanity.


I agree with the forbidden language part.
 

Artifice Orisit

Guest
I thought that the more powerful a spell is the higher is the risk of losing sanity.
Higher loss potential, higher chance of loss occurring or a combination of both?
 

Anthile

Steel marks flesh
Local time
Today, 02:26
Joined
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Messages
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Hmm, I guess that depends on how the sanity system works. Primary it should prevent that high-level magicians rely only on high-level spells and low-level magic becomes useless.
So the battle becomes more tactical.
I guess we should decide that finally when we are done with the basic stats system.
 
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